Mekanism MekaSuit, and the player’s hand and body, do not render with shaders enabled
Nevrai opened this issue · 25 comments
What happened?
The MekaSuit helmet, chestplate, leggings, and boots from Mekanism do not render when shaders are enabled but render fine with shaders disabled. They render fine with shaders enabled in the player’s inventory, but not elsewhere. It also makes your player completely invisible, except for your head, whilst in third-person mode, and your hand is invisible in both third-person and first-person mode when using the MekaSuit chestplate (bodysuit), making it very difficult to use the MekaSuit, as seeing your hand is important.
Similar to #150 (Oculus + shaders not rendering mana and sparks in Botania or liquids in Tinkers’ Construct). This issue with the MekaSuit was mentioned in a comment by @rpop0 on #137. I hope this can be fixed, as it’s pretty frustrating, especially not being able to see your hand in first-person mode.
Screenshots
Hand not rendering in first-person mode
Player’s body not rendering in third-person mode (only items in Curios slots and the player’s head are rendered)
Versions
- Modpack: All the Mods 7 (version 0.4.29—latest)
- Minecraft: 1.18.2
- Forge: 40.1.68
- Oculus: 1.2.5a (latest for 1.18.2)
- Rubidium: 0.5.3a (latest for 1.18.2)
- Mekanism: 10.2.5 (latest for 1.18.2)
- Java: 17 (OpenJDK Platform Library, version 17.0.2+8)
- OS: Windows 11 Home, version 21H2
- GPU: NVIDIA GeForce RTX 3070 Laptop GPU
Having the same problem, so annoying and can't stand playing without shaders/invisible
As a workaround, there is the Cosmetic Armor Reworked mod, which allows you to have cosmetic armor.
Toggling this on makes your character and hands visible once more, but you just can't see your suit.
Having the same issue on 1.19.2 with Mekanism-1.19.2-10.3.8.477 and oculus-mc1.19.2-1.2.8a I'm using complementary shaders.
Yh same 1.19.2 with Mekanism-1.19.2-10.3.8.477 and oculus-mc1.19.2-1.2.8a but with bsl shaders, doesn't seem like this bug will be fixed
Can't someone from the dev team look into it ?
This is a 2 years old bug and it still happens in the latest versions of modpacks
will never be fixed unfortunately. Devs kinda stopped caring.
The main problem is Oculus dev says what it's mekanism problem, mekanism dev says its oculus problem...
This way this will never be fixed.
So I tried to make them communicate with each other and decide whose error is.
If this won't work, nothing will work.
Just encountered this today amazing to find it's been going on so long. Tbh I'm curious what the actual issue is, regardless of who should fix i just wanna know how it would be possible. I love shaders totally different experience, but I also wanna look like a cool space man.
Honestly, it's pretty disappointing to see that after all this time, neither the Mekanism nor the Oculus dev teams seem to be taking this issue seriously. We've been reporting the same rendering problem for over two years now, and it's still not fixed. The blame game between devs doesn't help, and the players are left with a broken experience. For mods as popular as Mekanism/Oculus, this should be a priority. Please, devs, communicate with each other and resolve this once and for all! It's frustrating to keep waiting without any progress.
I fully understand that developing a Minecraft mod is a voluntary effort, it's time-consuming, tedious, and often thankless work. But if this issue isn't going to be addressed, at least give us a "won't fix" and close the ticket, or otherwise, please have a look at it. The community deserves some clarity.
It's crazy that this issue still persists. I almost forgot I commented on this ticket lmao.
For 1.21:
The official Iris for NeoForge issue has already been fixed, and the MekaSuit now renders correctly with shaders.
For 1.20:
The official Iris devs are planning to backport the 1.21 mod to 1.20, so we should have an official Iris version with these improvements soon.
For 1.19, 1.18, and 1.16.5:
Oculus developer is planning to backport these fixes, but at the moment, he's lacking motivation due to burnout.
Update:
I backported a fix for 1.19.2, and it's already merged, so you can compile and use the fixed version. I’m not sure when it will be officially published.
I tried to backport it to 1.18.2, but the codebase of Oculus is too different between 1.18.2 and 1.19.2, so I wasn't able to do that in reasonable amount of time.